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Starfinder: Hunter Killer Javelin

HK-javelin.jpg

Another Skynet unit from the venerable Terminator 2029 computer game. Clearly the programmers of this game were Robocop fans!

A more advanced and powerful version of the standard Sectoid clone, the commander is more durable and able to withstand the punishment often meted out during combat.

Physically they are almost identical to the regular Sectoids, although their craniums are somewhat larget, and their eyes glow a hellish red.

The Commanders are exactly as they sound – commanders. They are always found with the regular Sectoids (1d4 per Commander), and tend to lead from the rear, directing their charges. They also possess a powerful set of psionic abilities to use against enemy targets, giving them a distinctive edge in combat.

If that was not bad enough, they are also able to temporarily take control of the enemy combatant’s minds, turning the fighters on their own, forcing them to attack their friends and comrades.

Like regular Sectoids, the Commanders are fully capable of using armor and other light weapons, but typically do not bother.

These Commanders are more cowardly, and always take advantage of cover, making sure that they send in the light infantry first, or make sure more advanced and powerful units ‘soften’ up the enemy forces before advancing.

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Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Sectoid Commander Spellcaster CR 3 XP 800

Lawful evil small humanoid (Sectoid)

Init +4; Senses: Low-light 60 ft.; Perception + 13

 

Defense                                                             HP 32

EAC: 17; KAC: 19

Fort: +2; Ref: +2; Will: +10

 

Offense

Speed: 20 ft.

Ranged: Sectoid Plasma Pistol Ver. 2 +7 (1d6+3 E&F)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Induce panic, mind control, mind fray, suppression

 

Statistics

Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +13, stealth +8

Feats: Iron will, mobility, shot on the run

Other Abilities: Greater mind link

Languages: Telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, small groups (1d4+2)

 

Special Abilities

Greater Mind Link (Su): As a standard action, a Sectoid Commander can link its mind to any other Sectoid within 100 ft. The difference is they can link up to 3 Sectoids, as long as they are within 20 feet of one another. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. Unlike regular Mind Link, if the target is killed, the Sectoid Commander does not suffer any backlash, other than is shaken for a single round. It can use this ability twice per day.

Induce Panic (Su): The Sectoid Commander is fully capable of inducing panic in any target it has line of sight on. As a standard action, the Sectoid commander forces feelings of panic and dread on the target. A will save (DC 15) will negate the effects. The target is allowed a saving throw every round afterwards to negate the effects. While panicked, the target must roll on the following table to see what it will do. The Sectoid Commander can use this once per day.

 

Induce Panic Table

Roll

Action

Effect

1

Run away

The victim drops whatever they are holding and runs away from the Commander at their best maximum movement rate.

2

Cower

The target kneels on the ground, cowering in fear, incapable of doing anything else.

3

Fire on nearest target

In a panicked state, the target fires on the closest target (friend or foe), but suffers a -2 to hit.

4

Fire on nearest foe

In a panicked state, the target fires on the closest enemy combatant, but suffers a -2 to hit.

5

Staggered

Still somewhat under control, the target is staggered for this round.

6

Paralyzed

The target freezes in place, incapable of taking any action at all.

 

Mind Control (Su): By making a full round action, the Sectoid Commander forces a single enemy combatant to make a Will Save (DC 15). If it fails, the target is fully controlled by the Sectoid Commander. The target is then forced to perform any action the Sectoid Commander deems fit – including using special abilities against the targets team-mates. This lasts for 1d4+2 rounds, and only ends if the Sectoid Commander wills it, or is killed. It can be used only once per day.

Mind Fray (Su): As a standard action, the Sectoid commander can target a single enemy combatant. The target is allowed a Will save (DC 15). If the save fails, the target suffers 2d4+3 points of electrical damage and furthermore shaken for 1d4 rounds. The Sectoid commander can use this ability every 3rd round.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 12) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

Telepathy (Su): All members of the Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids at a time, and the range is line of sight.

 

Sectoid Subtype Graft

This subtype is applied to the cloned aliens known as Sectoids.

                Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.

Sectoid Plasma Pistols table Small Arm

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Plasma Pistol Ver. 1

1

300

1d4 E&F

60 ft.

-

20

1

L

-

Plasma Pistol Ver. 2

4

1,500

1d6 E&F

60 ft.

-

20

1

L

-

Plasma Pistol Ver. 3

7

7,500

2d4 E&F

60 ft.

Burn 1d4

20

2

L

Ignite

Plasma Pistol Ver. 4

10

21,000

2d6 E&F

60 ft.

Burn 2d4

40

2

L

Ignite

Plasma Pistol Ver. 5

13

49,500

4d6 E&F

90 ft.

Burn 3d4

40

2

L

Ignite

Plasma Pistol Ver. 6

16

195,000

3d12 E&F

90 ft.

Burn 4d4

80

4

L

Ignite

Plasma Pistol Ver. 7

20

825,000

5d10 E&F

120 ft.

Burn 5d4

80

4

L

Ignite

 

 

This index will contain all the Aliens, races, weapons, armor, and vehicles I convert for use in Starfinder.

Sectoid Spellcaster CR 1 XP 400

Lawful evil small humanoid (Sectoid)

Init +4; Senses: Low-light 60 ft.; Perception +10

 

Defense                                                             HP 16

EAC: 14; KAC: 15 

Fort: +1; Ref: +1; Will: +6

 

Offense

Speed: 20 ft.

Ranged: Sectoid Plasma Pistol Ver. 1.0 +4 (1d4+1 E&F)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Suppression

 

Statistics

Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +10, stealth +5

Feats: Mobility, shot on the run

Other Abilities: Mind Link

Languages: Telepathy

 

Ecology

Environment: Any

Organization: Small groups (1d4), medium groups (2d4+2)

 

Special Abilities

Mind Link (Su): As a standard action, a Sectoid can link its mind to any other Sectoid within 100 ft. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. If either is killed, the other must immediately make a Fort save (DC 20) or die instantly. The Sectoid can use this once per day.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 12) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

Telepathy (Su): All members of the Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids at a time, and the range is line of sight.

 

Sectoid Subtype Graft

This subtype is applied to the cloned aliens known as Sectoids.

                Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.

Hunter Killer Javelin Combatant  CR 12 XP 19,200

Neutral large construct

Init +8; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +22

 

Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +14; Ref: +12; Will: +9

Defensive Abilities: Hyper-alloy combat chassis; Immunities: construct, unliving

 

Offense

Speed: 60 ft.

Melee: Bash +23 (6d6+21 B Crit knockdown)

Ranged: One autocannon +26 (6d8+12 P) or Two Autocannons +22 (6d8+12 P) range 100 ft.

Space: 15 ft., Reach: 15 ft.

Offensive Abilities: Missile launch, trample 6d4+21

 

Statistics

Str +9; Dex +8; Con -; Int +0; Wis +0; Cha +0

Skills: Athletics +27,

Feats: Deadly aim, nimble moves, shot on the run

Languages: None

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Hyper-Alloy combat chassis (Ex): The skeletal structure of the HK Javelin is constructed of a special alloy, making it very strong and resistant to damage. As a result, the unit gains a DR equal to its CR against all physical attacks. Furthermore, the unit gains a +2 to all Fort saves.

Missile launch (Ex): As a standard action, the Javelin can launch a high-explosive missile. This has a range of 1500 feet within line of sight, and no to-hit roll is required. It will detonate on the chosen location, exploding in a 30 ft. radius, causing 9d8 damage plasma damage. A Reflex save DC 19 indicates half damage. The Javelin can carry 8 of these missiles.

Trample (Ex): As a full-round action, the unit can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The HK Javelin merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 19) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling HK Javelin due to the creature’s movement. The HK Javelin can deal trample damage to a given target only once per round.